#define __SIGN 1.0

uniform float fSign;

varying vec2 TexCoord;

void main(void)
{
	gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);
	gl_Position = sign(gl_Position);
    
	// Texture coordinate for screen aligned (in correct range):
	TexCoord = (vec2(gl_Position.x, gl_Position.y * __SIGN) + vec2(1.0)) / vec2(2.0);    
}
